3d_armor/3d_armor/init.lua

372 lines
10 KiB
Lua
Raw Normal View History

2017-03-31 20:54:12 +02:00
local S = function(s) return s end
if minetest.global_exists("intllib") then
S = intllib.Getter()
end
2017-03-18 18:23:50 +01:00
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
2017-04-05 18:46:09 +02:00
local last_punch_time = {}
2017-03-18 18:23:50 +01:00
dofile(modpath.."/api.lua")
-- Legacy Config Support
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
2017-03-18 18:23:50 +01:00
for name, _ in pairs(armor.config) do
local global = "ARMOR_"..name:upper()
if minetest.global_exists(global) then
armor.config[name] = _G[global]
end
end
if minetest.global_exists("ARMOR_MATERIALS") then
armor.materials = table.copy(ARMOR_MATERIALS)
end
if minetest.global_exists("ARMOR_FIRE_NODES") then
armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
end
2017-03-18 19:04:10 +01:00
-- Load Configuration
2017-03-18 18:23:50 +01:00
for name, config in pairs(armor.config) do
local setting = minetest.setting_get("armor_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "boolean" then
setting = minetest.setting_getbool("armor_"..name)
end
if setting ~= nil then
2017-03-18 18:23:50 +01:00
armor.config[name] = setting
end
end
for material, _ in pairs(armor.materials) do
local key = "material_"..material
if armor.config[key] == false then
armor.materials[material] = nil
end
end
2017-03-31 20:54:12 +02:00
armor.formspec = armor.formspec..
"label[5,1;"..S("Level")..": armor_level]"..
"label[5,1.5;"..S("Heal")..": armor_attr_heal]"
if armor.config.fire_protect then
2017-03-31 20:54:12 +02:00
armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
end
2017-04-05 18:46:09 +02:00
armor:register_on_destroy(function(player, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description then
minetest.chat_send_player(name, S("Your").." "..def.description.." "..
S("got destroyed").."!")
end
end)
2017-03-18 18:23:50 +01:00
dofile(modpath.."/armor.lua")
2013-06-22 20:31:57 +02:00
-- Mod Compatibility
2013-03-15 21:27:58 +01:00
if minetest.get_modpath("technic") then
2017-03-31 20:54:12 +02:00
armor.formspec = armor.formspec..
"label[5,2.5;"..S("Radiation")..": armor_group_radiation]"
armor:register_armor_group("radiation")
end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
for _, mod in pairs(skin_mods) do
local path = minetest.get_modpath(mod)
if path then
local dir_list = minetest.get_dir_list(path.."/textures")
for _, fn in pairs(dir_list) do
if fn:find("_preview.png$") then
armor:add_preview(fn)
end
end
armor.skin_mod = mod
end
end
if not minetest.get_modpath("moreores") then
2017-03-18 18:23:50 +01:00
armor.materials.mithril = nil
end
if not minetest.get_modpath("ethereal") then
2017-03-18 18:23:50 +01:00
armor.materials.crystal = nil
end
-- Armor Player Model
default.player_register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name then
return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.b3d")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
2017-03-18 21:12:43 +01:00
armor:run_callbacks("on_equip", player, stack)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
2017-03-18 21:12:43 +01:00
armor:run_callbacks("on_unequip", player, stack)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, stack, player)
local def = stack:get_definition() or {}
for _, element in pairs(armor.elements) do
if def.groups["armor_"..element] then
for i = 1, 6 do
local item = inv:get_stack("armor", i):get_name()
if minetest.get_item_group(item, "armor_"..element) > 0 then
return 0
end
end
end
end
return 1
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
}, name)
armor_inv:set_size("armor", 6)
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
2017-03-18 21:12:43 +01:00
armor:run_callbacks("on_equip", player, stack)
end
armor.def[name] = {
level = 0,
state = 0,
count = 0,
groups = {},
}
for _, phys in pairs(armor.physics) do
armor.def[name][phys] = 1
end
for _, attr in pairs(armor.attributes) do
armor.def[name][attr] = 0
end
for group, _ in pairs(armor.registered_groups) do
armor.def[name].groups[group] = 0
end
2017-03-19 19:52:51 +01:00
local skin = armor:get_player_skin(name)
armor.textures[name] = {
2017-03-19 19:52:51 +01:00
skin = skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
local texture_path = minetest.get_modpath("player_textures")
if texture_path then
local dir_list = minetest.get_dir_list(texture_path.."/textures")
for _, fn in pairs(dir_list) do
if fn == "player_"..name..".png" then
armor.textures[name].skin = fn
break
end
end
end
2017-03-18 18:23:50 +01:00
for i=1, armor.config.init_times do
minetest.after(armor.config.init_delay * i, function(player)
armor:set_player_armor(player)
end, player)
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
if name then
armor.def[name] = nil
armor.textures[name] = nil
end
end)
2017-03-18 18:23:50 +01:00
if armor.config.drop == true or armor.config.destroy == true then
minetest.register_on_dieplayer(function(player)
local name, player_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
if not name then
return
end
local drop = {}
for i=1, player_inv:get_size("armor") do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor:set_inventory_stack(player, i, nil)
2017-03-18 21:12:43 +01:00
armor:run_callbacks("on_unequip", player, stack)
end
end
armor:set_player_armor(player)
2017-03-18 18:23:50 +01:00
if armor.config.destroy == false then
minetest.after(armor.config.bones_delay, function()
local meta = nil
local maxp = vector.add(pos, 8)
local minp = vector.subtract(pos, 8)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
if m:get_string("owner") == name then
meta = m
break
end
end
if meta then
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
end
end
end)
end
end)
end
2017-04-05 18:46:09 +02:00
if armor.config.punch_damage == true then
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities)
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
local name = player:get_player_name()
if name then
last_punch_time[name] = minetest.get_gametime()
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change)
2017-04-05 18:46:09 +02:00
if player and hp_change < 0 then
local name = player:get_player_name()
if name and armor.def[name] then
local heal = armor.def[name].heal or 0
heal = heal * armor.config.heal_multiplier
2017-04-05 18:46:09 +02:00
if heal >= math.random(100) then
hp_change = 0
end
end
-- check if armor damage was handled by fire or on_punchplayer
2017-04-05 18:46:09 +02:00
local time = last_punch_time[name] or 0
if time == 0 or time + 1 < minetest.get_gametime() then
armor:punch(player)
end
end
return hp_change
end, true)
-- Fire Protection and water breating, added by TenPlus1
2017-03-18 18:23:50 +01:00
if armor.config.fire_protect == true then
-- override hot nodes so they do not hurt player anywhere but mod
2017-03-18 18:23:50 +01:00
for _, row in pairs(armor.fire_nodes) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
else
print ("[3d_armor] Fire Nodes disabled")
end
2013-03-15 21:27:58 +01:00
if armor.config.water_protect == true or armor.config.fire_protect == true then
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < armor.config.update_time then
return
end
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:getpos()
local hp = player:get_hp()
if not name or not pos or not hp then
return
end
-- water breathing
if armor.config.water_protect == true then
if armor.def[name].water > 0 and player:get_breath() < 10 then
player:set_breath(10)
end
end
-- fire protection
if armor.config.fire_protect == true then
local fire_damage = true
pos.y = pos.y + 1.4 -- head level
local node_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- feet level
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(armor.fire_nodes) do
-- check fire protection, if not enough then get hurt
if row[1] == node_head or row[1] == node_feet then
if fire_damage == true then
armor:punch(player, "fire")
last_punch_time[name] = minetest.get_gametime()
fire_damage = false
end
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * armor.config.update_time
player:set_hp(hp)
break
end
end
end
end
end
armor.timer = 0
end)
end